RimWorld

RimWorld

RimDialogue - Real Conversations
211 kommentarer
sidfu1 8. okt. kl. 2:45 
cant get the mod to run on 1.5. i keep getting
ReflectionTypeLoadException getting types in assembly RimDialogueClient: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <630e2863bc9a4a3493f2eff01e3a9556>:0
ph03nix99614 22. sep. kl. 3:25 
hey man, amazing mod, and i hate to be one of those people, but im going to be anyway so meh. So, I like to keep the minimum time between response at 60 seconds, a fun little treat, but when they fail to generate it resets then i have to wait another full minute until the next attempt. anyway you could make a adjustment so its a minimum of one minute since the last successful message, and not attempt? Either way, amazing mod, gold subscriber and not going anywhere
oldnewone 18. sep. kl. 12:15 
[RimDialogue v0.90.9] Error loading BattleLog entries: System.NullReferenceException: Object reference not set to an instance of an object
Hot red X in interection bubbles when in battle
月吟裔德格 15. sep. kl. 23:40 
"After defeating the female turtle, the female cold lizard chuckled. Her teeth were still firmly biting into the turtle's shell. She vigorously shook off her scales, as if trying to disintegrate the female turtle's body. This was a cruel and bloody battle. In the end, the female turtle still died under her teeth. The female cold lizard, still grinning with joy, roared over the corpse. This was one of her greatest captured equipment, and she would enjoy this victory for a long time."

I feel like I'm watching a nature documentary lol
月吟裔德格 15. sep. kl. 23:32 
Why can the dialogue system now enable animals to speak as well? Who can understand the feeling of seeing a crazy tiger say: "Hahaha, I'll bite you to death!" BTW, the combat dialogue triggers with extremely laggy performance.
١Erebus.♡ 10. sep. kl. 1:12 
My turret has malfunctioned...
白狼托雷那 9. sep. kl. 13:03 
Exception ticking Bullet_XuanMing1613016: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1F8319C4] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickList.Tick_Patch3 (Verse.TickList)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch1 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
白狼托雷那 9. sep. kl. 13:03 
The RimDialogue mod in the latest version conflicts with some turrets in the CeleTech Arsenal MKIII mod, causing the turrets’ bullets to fail when firing and unable to damage enemies. When I disable RimDialogue, everything returns to normal, but the issue occurs again when the mod is re-enabled. I am trying to upload the part that causes the error. Additionally, I want to praise RimDialogue as an excellent mod, including its recently added features.
These words were translated by ChatGPT, as my English is not very good.
john.roper  [ophavsmand] 8. sep. kl. 11:29 
@KomejiKoishi @Stellar forester Fix should be in. You may still an error on startup but it should not crash your game.
Stellar forester 8. sep. kl. 1:29 
last update broke apperantly my modlist. My bullets wont hit shit just stay in the air on spot at the target. AI says it is because it trys to create a battle log and fails. So probably an temp incompatiblity with Combat extended. after removing your mod it worked again. Before the update there was no problem. i try to post a proper bugreport on your discord
KomejiKoishi 7. sep. kl. 23:49 
KomejiKoishi 7. sep. kl. 23:47 
Bug Report: Multiple NullReferenceException Issues in RimDialogue v0.82.0
Other mods involved: AlienRace, Bubbles, EchoColony, and others.

Every 3–4 seconds, a random error pops up:

NullReferenceException in HediffSet_AddDirect_Patch
Stack trace (excerpt):
Exception ticking pawn:
System.NullReferenceException: Object reference not set to an instance of an object
at RimDialogue.Access.HediffSet_AddDirect_Patch.Postfix (Verse.Hediff hediff, Nullable`1 dinfo, Verse.HediffSet __instance)
at Verse.HediffSet.AddDirect (Verse.Hediff hediff, Nullable`1 dinfo, Verse.DamageWorker+DamageResult damageResult)
...

Notes:
Occurs when external mods (e.g. AlienRace) attempt to add Hediffs. RimDialogue’s Postfix doesn’t check for null values (hediff or __instance), causing the crash.
Cadester.2004 5. sep. kl. 20:49 
is it safe to remove?
тетеря, блин 2. sep. kl. 13:11 
[RimDialogue v0.81.2] Entry 1 - An error occurred in Send.
System.Exception: Entry 1 - Error posting to 'https://rimdialogue.proceduralproducts.com/home/Thought' . ---> System.Exception: Entry 1 - Network error: HTTP/1.1 500 Internal Server Error
Thijs___ 28. aug. kl. 23:51 
I'm new to rimworld and rimworld modding. This one of the first mods I've ever tried and while it does seem to work (I'm using local + koboldcpp over ollama api endpoints, just need to set http://localhost:5001/api/) I don't have much time to read the dialogue boxes (I'm not really a fast reader and it can generate quite a lot of text), luckily there's the chat overlay but... I can't navigate / scroll through it.
VortexVoyager 23. aug. kl. 15:59 
installing. PS: i think you are The Arcotech !
тетеря, блин 22. aug. kl. 16:14 
[RimDialogue v0.81.2] System.NullReferenceException: Object reference not set to an instance of an object
[Ref E533C731]
<0x1b84c2493c0 + 0x0018e> <unknown method>
at RimDialogue.Access.Patch_BattleLog_Add.CreateImHitInteraction (Verse.LogEntry entry, Verse.BattleLogEntry_DamageTaken damageTakenEntry) [0x00126] in <a741c9861dfc48628c5dfca8db4e2a20>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()…


a pawn got burning, just started a new map.

https://gist.github.com/HugsLibRecordKeeper/7a94fcd599527161fb6c47f2d4b92391
тетеря, блин 22. aug. kl. 14:27 
Exception ticking Nelson (at (138, 0, 114)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref C53AD8DB]
at RimDialogue.Access.PlayLogEntry_Interaction_ToGameStringFromPOV_Worker.Prefix (Verse.PlayLogEntry_Interaction __instance, System.String& __result, Verse.Pawn pov, System.Boolean forceLog) [0x002dd] in <a741c9861dfc48628c5dfca8db4e2a20>:0


at the same second there was:

Failed to find Verse.RulePackDef named VSIE_Teaching_Toughness. There are 667 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)…


https://gist.github.com/HugsLibRecordKeeper/7d135f0dd415e794eee70424d4f6817c
john.roper  [ophavsmand] 19. aug. kl. 11:55 
@oldnewone thank you for the excellent bug report.
Syntax 16. aug. kl. 11:17 
I don't have much to go on, and I'll be back with better testing and a hugslog, but I've been slowly weeding out red errors and mods that seem to trigger a "no player faction generated" and for some reason rim dialogue causes this error. I haven't done bare minimum testing but still wanted to drop a comment. I really want to use this! So I'll be back!
土木工程署第三輔助隊 14. aug. kl. 6:09 
If I want to ban certain topics, could it be done by simply deleting the related text in the txt files in the 'Nouns' folder? Or are they hard-coded?
Epoch_SoC 14. aug. kl. 1:54 
Is it possible to have Rimpsyche integrated? Is there anyway to have prompt reading Rimpsyche data?
тетеря, блин 13. aug. kl. 8:14 
is it possible to add compatibility with Rumor Has It?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2013940581
alatta 11. aug. kl. 7:29 
I want to try it with Gemini 2.5 Pro API, but RimDialogServer forces thinkingBudget of 0 which results in HTTP 400. Could you make it configurable? It'd benefit Flash as well
VarietyPrincess♡ 9. aug. kl. 18:52 
Hands down, my favorite mod to ever exist in the game. Thank you so much. I've been having a blast with it.
oldnewone 8. aug. kl. 10:07 
In Interactions_Social,xml there is:
<li>r_logentry->[INITIATOR_nameDef] [talkedabout] [INITIATOR_posessive] [performance] in the battle, '[battle]', with [RECIPIENT_nameDef].</li>
and [INITIATOR_posessive] should't be [INITIATOR_possessive]?
also in RecentBattleChitchat,xml there is the extra bracket ]
in
<li>r_logentry->[INITIATOR_nameDef] and [RECIPIENT_nameDef] [talkedabout] the recent battle, '[battle]'].</li>
The closing ] at the end breaks the parser?
Thanks for the mod. Really enjoying gold access:)
slurpme 7. aug. kl. 20:19 
this mod is so much fun "peak cinema" i would love integration with rimpsyche also a option to configure the amount of time dialogue for the top center interface other than that pretty fun mod
john.roper  [ophavsmand] 7. aug. kl. 11:03 
@ZAX there is now a "colonists only" flag in the mod settings that should do some of what you need.
john.roper  [ophavsmand] 7. aug. kl. 11:01 
@Al120 I'm glad you are having fun!
john.roper  [ophavsmand] 7. aug. kl. 10:59 
@Ronin Glad you got it working! I think the context window is probably not the issue. I am not adding all the stored conversations as context. And most models have a huge context window. I think the issue is more likely context rot. These small models are often very dumb when the context you give it is not relevant to the task. They get distracted easily and forget what they were doing. This gets better with larger models but is still a pain in the but.
john.roper  [ophavsmand] 7. aug. kl. 10:44 
@Schnorf Thank you for saying nice things! What you saw was probably an unintentional quirk caused by 1.6. I will be on the lookout for it.
john.roper  [ophavsmand] 7. aug. kl. 10:41 
@тетеря, блин Thank you for all the feedback! You should join the discord. It is easier to read and write in then steam.
KomejiKoishi 6. aug. kl. 23:33 
There seems to be a bug where the mod would try to get the baby to do the SameIdeology dialogue event, but the baby pawn's Ideology is null , so a System.NullReferenceException appeared. Maybe it's because I have added another mod called toddlers, which adds a child-based toddler growth stage, but it belongs to babies.
john.roper  [ophavsmand] 6. aug. kl. 15:32 
@Costa use a space to separate words
тетеря, блин 6. aug. kl. 10:01 
sorry for spamming, the last one thing, please, to consider: every pawn could have a free prompt field to add; ideally, every race or every faction too. only when these pawns became the objects of interactions, these promts count. this would allow to be more precise without overloading all the dialogues with unnescessary information (that may affect quality, as fas as I understand). for example, I have a pawn from mode Paniel Automata – it's automatone, a robot basically, so this info should be highly prioiritized before generating anything to from her mouth (or about her too). also, player could add some roleplay details he or she wants, like describing something specific about a pawn.
Costa 6. aug. kl. 4:34 
How should I edit filter words if I want to add multiple words? Which delimiter should be used, comma, semicolon or blank?
тетеря, блин 5. aug. kl. 15:01 
another error, this time during a fight:

[RimDialogue v0.81.2] System.NullReferenceException: Object reference not set to an instance of an object
[Ref 65B5F67F]
<0x176597a3e10 + 0x0018e> <unknown method>
at RimDialogue.Access.Patch_BattleLog_Add.CreateImHitInteraction (Verse.LogEntry entry, Verse.BattleLogEntry_DamageTaken damageTakenEntry) [0x00126] in <a741c9861dfc48628c5dfca8db4e2a20>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
RimDialogue.Mod:Error (string)
RimDialogue.Access.Patch_BattleLog_Add/<CreateImHitInteraction>d__4:MoveNext ()


https://gist.github.com/HugsLibRecordKeeper/063f55dfc6ba7a4badcb06f44e65be61
тетеря, блин 5. aug. kl. 14:05 
the last step further would be making pawns not only make up dialogues based on actions and conditions, but allowing dialogues affect actions and conditions. like having a bad talk about something specific → some bad mood state which is described by that talk. Or something like have talk about going hunting early in the next morning → actually going hunt. But this would be much harder, because every possible action in game should be trained by an LLM model. that would be almost «13th Floor», if you know that film. This would be closed feedback system where actions and talks are interchained.
Al120 5. aug. kl. 8:55 
This mod's done wonders for my current colony, had my main colonist make quips effortlessly beating back Demons from the Rim World of Magic mod. With the Demons talking back being evil.

To even contextual moments where one of my other colonists was talking to a toddler in my colony about how his Mom constantly spends time researching, but the boy was up beat and responds that he's not sad cause his Dad spends a lot of time playing with him.

Which is insane, but very accurate as both his parents did exactly those things.
тетеря, блин 4. aug. kl. 14:16 
+1, the mod below is cool.
RocketFrog 4. aug. kl. 12:30 
Historically in 1.5 i've used 1-2-3 personalities. With this mod upping the game should i be removing those sort of mods or is there a recommendation for a synergy of mods to improve rimdialog further?
тетеря, блин 2. aug. kl. 9:52 
and, yeah, sorry for spamming, but please add compatibility with these ones:

1. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3450332059

taking languages into account it could generate pretty fun cotexts when two pawns don't understand each other, or maybe partly, if a language of another pawns has the same roots as yours.

2. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535813796

talks about items they own, about gift etc – it could be a nice addition

3. Also, would be great to save previous dialogues and what they said to each other, so they could talk about them later. Let's say we keep collecting them through the month to randomly keep a couple of them (maybe with weights: the more chance this dialogue will be kept the more unregular pawns felt each other: amount of critical conditions, very low or very high mood etc). Then by the enod of the year we have 12-24 dialogues they can refer to, considering current context. This would be awesome.
тетеря, блин 1. aug. kl. 17:31 
speak up is turned off, only interaction bubbles:

https://gist.github.com/HugsLibRecordKeeper/f4a2b435958d94e0555b254ee58d91e5
...
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 2C6144CE]
<0x1dbff41d7d0 + 0x00250> <unknown method>
at RimDialogue.Core.GameComponent_ThoughtTracker.CreateThoughtInteraction (RimWorld.Thought thought, Verse.Pawn otherPawn) [0x0000b] in <129907cf6cfd45d8b395f2388d4bfd84>:0


another one with verbose logging on:

https://gist.github.com/HugsLibRecordKeeper/8e1137675efcc5332ced902185336124

another one (crashlanding, just loaded a new map, they haven't even landed):

https://gist.github.com/HugsLibRecordKeeper/e9ae9b8b7633f86c2895827993bf2097
тетеря, блин 30. juli kl. 19:09 
tested once again. it does behave strange, showing SpeakUp.Talk.Replies, but right now it showed me a whole prompt in the RimDialogue window (and in SpeakUp, imagine how big the bubble was):

https://gist.github.com/HugsLibRecordKeeper/317e26d52bb719e31812b7e461fc99a3
тетеря, блин 30. juli kl. 7:35 
adding this line to the prompt («At the same time speakers realize they're in game and comment on how cruel it is to play their lives.») gave a funny twist:

«Gasparich and his crafting ideas... Gods, this game is sadistic. Hope he knows what he's doing, or we're all screwed.»

or

«Crashed with Irma, huh? Game's twisted sense of humor. Stuck with the kid-philosopher. Could be worse, I guess. Still, feels like someone's writing bad fanfic with our lives.»

meanwhile Irma: age 13, has a «Genetic Reincarnation» backstory starting with «Irma was vat-clone of an ancient philosopher-tyrant…»

I'm impressed.
тетеря, блин 30. juli kl. 7:24 
seems like it doesn't work well with «SpeakUp». throws too many errors, haven't seen them much before adding this mod to the game (new playthrough).

Exception ticking Gasparich (at (56, 0, 175)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 40D957F4]
at SpeakUp.Talk.Reply (System.String tag) [0x00007] in <516b4465dcf94f92a900ae722f1c795a>:0
<0x252db628b40 + 0x000b2> <unknown method>
at SpeakUp.DialogManager.Ensue (System.Collections.Generic.List`1[T] tags) [0x0004e] in <516b4465dcf94f92a900ae722f1c795a>:0
...
https://gist.github.com/HugsLibRecordKeeper/8ad1b0b34fb56fb0d429b2554956c261

also, if possible, please, add compatibility with RimLanguages, so this mod could take into account if two pawns know the same languages. and, yeah, high hopes for SpeakUp compatibility – I don't see any bubbles.
[KOR]Bichang 29. juli kl. 23:59 
I found RimDialogue.OnlyColonists in my language files, but it doesn't exist in my settings. Is this an error?
[KOR]Bichang 29. juli kl. 23:07 
Couldn't dialogue generation be faction-based? When enemies raid, there's a ton of dialogue between them.